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alky_lee

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Everything posted by alky_lee

  1. alky_lee

    AI Discussion (dev branch)

    I have units in a mission. After team assembly in a forest the units are in two vehicles. I drive one and AI drive the other. I have tried various things to get the AI to move but they just sit there. When I use team switch they haven't even turned the engine on or tried to move. At least before they would drive around the outside of the forest. https://www.youtube.com/watch?v=cN1ZEVrw-_o I think forests provide good cover from sight for both sides. The lack of a defined route through makes it difficult to spring a good ambush.
  2. I downloaded one of my missions off Steam tonight to test it, and the tasks were completing and assigning as normal on the stable branch.
  3. alky_lee

    AI Discussion (dev branch)

    I assume the stable branch will have to wait for the fixes to come through. Will that be with the release of the next episode or will there be another update in the meantime?
  4. I used the flashlight OK, it gave the AI something to aim at. Otherwise it was useless at that range, and if you found yourself with no cover and enemy on two sides, it was best to turn it off so that you could get a better position. Unfortunately as soon as you turned it off, you couldn't see where to take cover anyway. It led to some interesting firefights. I would fire at their flashlights, which would then go off or out of sight and then you were wondering if they were down or not. Then you would have a game of cat and mouse with one that didn't go down. I wasn't sure whether I was the cat or the mouse. It surprised me a bit that I got engaged between missions well outside the mission areas especially by a whole squad at a key crossroads or a fire team from a hill behind me. Very interesting missions that some players will miss out on by using NVGs. I hate using NVGs anyway.
  5. alky_lee

    Development Blog & Reveals

    It normally works by someone developing a new offensive capability first and then a defence against that weapon is developed in response, such as the introduction of tanks or aircraft in the first world war. If armour was improved it would be to deal with a new threat. It's difficult to defend against a threat that hasn't been invented, and why would you make a tank heavier unnecessarily?
  6. I dropped a few enemy in the dark and couldn't locate their bodies, the team leaders must have been among them ... doh.
  7. I installed TPW yesterday and played a campaign mission with it. Great immersion, although the AI kept calling out the different vehicles as targets, and one refused to move because he saw a car over 500m away. It was pretty surreal in a couple of places. You arrive at an RV and there's a civilian van driving away or you've set up an ambush, the convoy is approaching when a man on a quad bike rides straight through the middle of the ambush site, and you're wondering if it has anything to do with the mission. I know that it will break the campaign at some point because of the stupid AI not responding when they see something, but that's not the fault of the mod. I will keep the mod enabled and see how far I get.
  8. It was different doing all the missions in the dark, but I got to see the faint lights through the trees and found the quad bike at the start of the mission. I could see the enemy's flashlights as well, but then I couldn't find the quadbike to go back to camp afterwards.
  9. I have just completed the scouting missions from the Bomos camp. I had to complete the missions in the dark because I couldn't find any NVGs and none of the enemies I killed had any either. I have seen someone's video of these missions and every enemy they kill has them and they get to be able to see where they are going. I was forever crashing into stuff, getting stuck and unable to find cover when engaging enemy. I got glitched inside a rock on one occasion and had to restart. Why the lack of NVGs for me? Was it because I selected the flashlight attachment for my weapon and the enemy were matched with me?
  10. alky_lee

    Development Blog & Reveals

    I thought about an archipelago or river delta or what about some Norwegian fjords? They could freeze over in winter and lose the snow in summer depending on the date set in the mission.
  11. I have put the "briefing" and map on youtube. At least I think that's all the briefing you get anyway. https://www.youtube.com/watch?v=XVfjfEjDiyc
  12. I found this in another thread which I haven't got around to trying yet. Worth a try Make sure you name the support requester module, leave the support requester module and your player unlinked in the editor, and in the trigger's onAct box put: Code: supportname synchronizeObjectsAdd [playername];
  13. This has been fixed on the dev branch today. I suppose that means the stable branch will have to wait.
  14. You should be able to. One of the groups put up a video on youtube demonstrating just this. https://www.youtube.com/watch?v=23FlY6-v10w
  15. I've been informed today that the tags on steam issue has been fixed and should be in one of the next updates, although I can't see it in today's update. It must be imminent, unless they meant the next stable branch update, which might not be until the release of the next campaign episode. I would expect that the "cool stuff" will be campaign content that will be released on the dev branch a few days before the stable branch, possibly this week.
  16. The tags not being updated is a known issue (http://feedback.arma3.com/view.php?id=16609) that will be fixed in the next few updates (I'm not sure about exe version atm, so perhaps even the very next update). The only tags that seem to work currently are SCENARIO, STRATIS and ALTIS
  17. I have a SP mission where a BLUFOR (FIA) soldier starts in Civilian clothes. It works fine in the editor, but when I published the mission on Steam, he starts with no clothes. He starts next to a car and by the time he reaches the car he is setcaptive true so by then he should have CIV class. I put a spare set of clothes in the car but he still can't put them on. Am I doing something wrong? His loadout is contained in the unit init field. Example here - http://www.youtube.com/watch?v=B32fzI5QTto&feature=youtu.be
  18. Based on what IndeedPete suggested I have got the following to work Players Init grp_ALPHA = group this; THIS setGroupId ["ALPHA SQUAD"]; this setidentity "Stavros"; null = [this] execVM "setUpPlayer.sqf"; //setUpPlayer.sqf waitUntil {time > 0}; _unit = _this select 0; removeallweapons _unit; removeallassigneditems _unit; removeuniform _unit; removevest _unit; removebackpack _unit; removeheadgear _unit; _unit addbackpack "B_AssaultPack_blk"; (unitbackpack _unit) addmagazinecargo ["DemoCharge_Remote_Mag",4]; (unitbackpack _unit) additemCargo ["9Rnd_45ACP_Mag",1]; (unitbackpack _unit) additemcargo ["hgun_ACPC2_snds_F",1]; _unit adduniform "U_C_Poloshirt_blue"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit additem "FirstAidKit"; _unit additem "itemcompass"; _unit additem "itemmap"; _unit additem "itemradio"; _unit additem "itemwatch"; _unit addweapon "Binocular"; _unit assignitem "itemcompass"; _unit assignitem "itemmap"; _unit assignitem "itemradio"; _unit assignitem "itemwatch"; _unit assignitem "Binocular"; The player is waving his arms around a bit at the start, (I suppose he's putting his new clothes on!) but it does force him into civilian clothes. Even works on Steam.
  19. I have tried various items of clothing, including that for his own side, and that doesn't work, although he can spawn with his default clothing. The only clothes I've found that stop him being naked are the Rangemaster & Competitor Suits. I suppose that that is better than looking like the terrorist that he is. It still doesn't answer the problem, but at least he is no longer running round in his underwear.
  20. The unit init is grp_ALPHA = group this; THIS setGroupId ["ALPHA SQUAD"]; this setidentity "Stavros"; removeallweapons this; removeallassigneditems this; removeuniform this; removevest this; removebackpack this; removeheadgear this; this addbackpack "B_AssaultPack_blk"; (unitbackpack this) addmagazinecargo ["DemoCharge_Remote_Mag",4]; (unitbackpack this) additemCargo ["9Rnd_45ACP_Mag",1]; (unitbackpack this) additemcargo ["hgun_ACPC2_snds_F",1]; this adduniform "U_C_Poloshirt_blue"; this addmagazine "9Rnd_45ACP_Mag"; this additem "FirstAidKit"; this additem "itemcompass"; this additem "itemmap"; this additem "itemradio"; this additem "itemwatch"; this addweapon "Binocular"; this assignitem "itemcompass"; this assignitem "itemmap"; this assignitem "itemradio"; this assignitem "itemwatch"; this assignitem "Binocular"; I've read in the multiplayer thread that removeuniform is a global command whereas adduniform is a local command and might cause a conflict, but I didn't think that would make much difference in a singleplayer mission. I know there are differences between the editor and when missions are uploaded but this doesn't explain why the player can't put clothes on from the vehicle when his side is CIV. EDIT: I have tried exporting to single player and he has no clothes there either, although NPCs with the same treatment are fully clothed. It only seems to affect the player. I have tried removing the removeuniform/adduniform commands and other parts of the init without success. It must fall foul of some unwritten rule. At least exporting to single player missions gives a good way to test.
  21. Have a look at Road Block Script by I34dKarma http://www.armaholic.com/page.php?id=23004 It is also available as a mod. Both the script and the mod work really well.
  22. I am using setcaptive triggers to allow a player to go unchallenged as a civilian behind enemy lines which is then cancelled as he plants explosives. The setcaptive true is in a trigger at the mission start as he gets into a car and setcaptive false is in another trigger at the explosives target. I am finding that sometimes the triggers work and sometimes they don't. As this is a mission breaker I want to make sure they work every time. Is there anything that could interfere with the trigger working or is there a better way of doing it without triggers?
  23. Triggers worked fine today and the monitor was useful to check things were happening at the right time. Thanks.
  24. I will try including that on the next run through, it might save a bit of time, although I soon know whether it's worked or not when I get engaged by the mounted machine guns at the checkpoints.
  25. The first trigger is at mission start as the player gets into a vehicle. The false trigger is a few minutes into the mission. After that they are no longer needed so they are set to trigger once. I hadn't considered animals setting them off, although I haven't seen any around that may have set them off. I wouldn't want to trigger the condition again later and inadvertently setcaptive true without realising it.
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